A while ago I made the decision to split the engine off into a separate module that gets loaded by a launcher, which would mean that multiple launchers could be created with their own icon and name for whatever game they'd be specifically assigned to... That was just some thinking ahead for the future and wasn't exactly a lot of work. Essentially that arose from when we wrote the game-logic in C and I split it into its own separate module, and then did the same for the code behind the menu.
Since the start of the project, I've always been interested in creating an integrated editor within the engine, similar to say Unreal. Well not too long ago I wrote out my own material system from scratch for the engine and thought that we could use an editor, so we could modify those materials and see the results within the engine in real-time, using the exact same rendering pipeline that the engine uses. This would also mean I can more easily add in new features and debug them at the same time, which would be incredibly useful.
So I started working on an interface and then worked on adding support to the engine so that it can run in an embedded state (or rather I'm doing both at the same time.) It's a little sloppy right now and I need to mature it out a little bit more, but as you can see the results are already there; you can load a material and display its properties, tell the engine to draw things and override the console output (with support for input incoming literally today.)
Essentially this is just laying down the ground work for an integrated model viewer too, which a friend of mine will be working on. Though I'm still debating if they should be separate tools or all integrated into one unified editor.
Edit:
Some further progress...
Edit:
Moar

Planning on backtracking a lot of this though and cleaning things up a little bit.